I have just installed DM 3.4 and am generally quite satisfied. Though, I have one issue concerning a custom .dll which causes the warning
"You have incompatible plug-ins on your system. Do you want to load these potentially harmful plug-ins?"
If I press yes everything works normally and I trust the author of the .dll hence I'd like to suppress this warning.
Is there anything like an ignore list in which one can force to load the .dll straight?
No there isn't, and it is there for a good reason. Regardless of your trust to the other author, the used DLL was not compiled with the correct version of the SDK. As a result, even the most tested and well written code can produce completely unexpected random crashes.
The warning is there to make you aware of this and don't report "bugs" of GMS which aren't any.
If the 3rd party DLL is important to you, please contact the original author and request that he rebuilds the DLL with the required version of the SDK.
Related
I'm trying to get a Mono development environment set up on a Windows box. Basic install was dead simple, but I'd like to get the VB.NET compiler set up. Only problem is, there doesn't seem to be an installer for it. The official page on VB.NET support implies that there should be, but there isn't; it hasn't been incorporated into the main installer, either. I can download the source package from the mono-basic Github, but since the compiler is self-hosting, that just leaves me in a catch-22 situation where I need the compiler to compile the compiler... :/ On top of which, it doesn't look like the compiler code has been touched in a couple years...is this still supported? Is there any way to get it set up apart from doing a build from source on a machine with the official VS toolchain (or a Linux box with the package installed from a repository) and then copying it over?
I'm developing a windows application (using vb.net) that can install various versions of runtimes like vc++, Direct X, .net frameworks etc on a PC. My program must be able to to run the runtime installers (msi & exe) one at a time in the background and do the following:
1.Check weather the runtime is already (previously) installed or not.
2.Show the installation progress in a progress bar in the main form of my program.
3.And at last get the return code (exit code) from the installer to indicate weather the installation was successful or not.
What are the codes required to perform the above tasks?
Also I want to know what are all the possible return codes(values) an installer can return.
All of those redistributables might have different command line options, so it's not likely to be one answer for everything.
It's not clear how you can get the installation progress. It's almost certainly impossible or very difficult. You're asking how you can run a program that will "steal" the output of some other program, and in many cases that will be Windows Installer. If I had a program that fired off a Windows Form program, then you're asking "how can I get the content of that program and steal the output messages". That's not an install question, it's a Windows messaging/windows message loop question.
The detection methods used by those setups are coded internally (or configured as internal data), so you're also asking how the code in all those programs detects that the dependency isn't installed (on multiple OS versions and 32-bit and 64-bit), and some of that might be available on the web but it's unlikely that it is readily available for every redistributable.
You might also have an issue with EULAs. Some redistributables need a EULA to be accepted and might not install unless it's accepted, or some may have a command line option that includes something like (just an example) ACCEPTEULA=1.
Basically you should:
Find the command line options available for all those redistributables to see if they have an option that displays only progress, then let them show that.
Similarly, see if they have documentation that tells you if the exit code means success or not.
Don't bother trying to find all the detection methods for everything - just run the redist, and if the target is already installed it won't do anything.
Finally, you are re-inventing the wheel. WiX, the Bootstrap Manifest Generator, InstallShield, Advanced Installer (and so on) all provide bootstrapper programs that already do this as prerequisites for installing software. Nobody writes code to do this any more because there are existing solutions.
https://msdn.microsoft.com/en-us/library/windows/desktop/aa376931(v=vs.85).aspx
1638 for already installed. 0 for successful installation. Yet mind 3010 which stands for success but pending reboot.
About showing progress in parent window .. this may be not a trivial task. Hopefully someone else can give you a hand with that.
I am developing in DX 10/11, & when I tried the code on another computer with a NV 660, it said that d3dx11d_43 was not found. I reinstalled the Visual C++ 2012 32/64 bit & DirectX Runtime, but still says that. I think that the user needs to install the SDK or something.
I get the warning that the debug info cant be found.
From what I have reading, it is because I have something that depends on something debug related. No idea what though.
Is there a way to make the game compile with most, if not all, of the DLLs? I dont mind the extra size. The content of many games out-weigh the extra DLLs that are used.
I did compile as Release.
Edit:
Removed 1st question, since no one answered it.
You can add the dlls you need to the resource file, then compile the resource file to your exe file, and at last, parse the resource file at run time to get the dlls you need. here is a similar question, you can take a look.
d3dx11d_43 is a debug version of d3dx11_43 which your program links with when you do a debug build rather than a release build. The debug version is not included in the directx runtime installer, only in the SDK.
The license does not allow you to distribute it either.
You should build and distribute release versions of the code, or else require users to install the SDK which probably wouldn't be so popular!
I am using a WINCE framework for development called WINDEV.
This framework has some DLLs that are to be loaded, but on some WINCE platforms, the loading (tested with a c program with the LoadLibraryEx instruction) does not work ....
The results vary from one platform to another ....
What are the hypothesis to be checked ?
Thank for your help.
What does exactly mean "does not work"?
According to MSDN, LoadLibraryEx on failure returns NULL, and "To get extended error information, call GetLastError."
Some ideas:
- is the DLL you are trying to load in the same directory of the executable?
- is the DLL a valid Windows CE binary?
- does LoadLibraryEx work if you try to load some known system DLL?
Sorry, without more details I cannot think of anything more.
Since Windows CE is a modular OS not all Windows CE platforms include all the components. It might be that your Dll is dependent on one of these components and thus fails to load.
As Benedetto suggested, get the last error and add the information to the question.
You can also use DependencyWalker to see what Dlls your library depends on so you can check whether they are available on the non cooperatives platforms.
I have built a .dll under WinXP that claims it can't find DWMAPI.DLL when it's loaded. The problem is that this DLL is a Vista DLL, and this a known issue for XP users that have IE7 installed. The recommendation is to uninstall IE7 or repair the .NET Framework via Add/Remove programs. I did the repair, and nothing changed. I'm not about to uninstall IE7 since there must be a better solution that's not the equivalent of "reinstall windows".
I've read bad things about people who attempted to uninstall IE7, so I'm reluctant to go that route.
I am using C++ under Visual Studio 2003 (7.1). I don't see an option where I may have forced delay loading at application launch. I just used default settings when I created the DLL project. I did just now find an interesting option, Linker->Input->Delay Loaded DLLs, so I put DWMAPI.DLL in there to force it to be delay-loaded. However, I get this when linking:
LINK : warning LNK4199: /DELAYLOAD:dwmapi.dll ignored; no imports found from dwmapi.dll
.. and it of course didn't change a thing when trying to load my DLL. For the heck of it, I added the whole tree of DLLs that lead to DWMAPI.DLL, and I get the same message. (For the record, it's foundation.dll->shell32.dll->shdocvw.dll->mshtml.dll->ieframe.dll->dwmapi.dll .)
To be more specific about what I'm doing, I am writing a Maya plugin and get the always-helpful text in the script editor:
// Error: Unable to dynamically load : D:/blahblahblah/mydll.mll
The specified module could not be found.
//
// Error: The operation completed successfully.
//
// Error: The operation completed successfully.
(mydll) //
I used Dependency Walker to initially track down the problem, and that's what lead me to DWMAPI.DLL. These are the message depends gives me, and DWMAPI.DLL is the only thing that has a yellow question mark next to it:
Warning: At least one delay-load dependency module was not found.
Warning: At least one module has an unresolved import due to a missing export function in a delay-load dependent module.
Gerald is right. Maya is, in fact, using a different PATH than the Dependency Walker. My plug-in loads another DLL (for image processing) that lives in the Maya plug-ins directory and depends found it with no problem, but Maya didn't. I had to add ";plug-ins" to the PATH in Maya.env.
Seeing as this problem wasn't related to DWMAPI.DLL after all, but DWMAPI is a common problem, I'll post the best link I found about the DWMAPI issue on Novell's website here. Basically, most programs will have this warning in depends.exe, but if there is a delay-load icon next to it, and you are sure that the program won't directly or indirectly call DWMAPI, then it's fine. The problem is elsewhere. If the delay-load icon isn't present, then you have to look at the /DELAY and /DELAYLOAD options in Visual Studio. The fact that depends gave me a "warning" and not an "error" was a clue to the fact that DWMAPI is not being loaded automatically.
Based on your updated problem, DWMAPI.dll is probably not your problem. Dependency walker will always give you that error whenever you are linking to mshtml as it always checks delay loaded DLLs.
At this point my best guess is that you have your project set to dynamically load the runtime libraries and the search path for DLLs is being changed by Maya. So it may be unable to find the MSVC runtime DLL(s). I haven't developed Maya plugins in a long time, but I've had that problem with other apps that have plugin DLLs recently.
Try changing your setting in C/C++->Code Generation->Runtime Library to Multi-Threaded rather than Multi-Threaded DLL.
Aside from that you can try fiddling with Dependency Walker to make it use the same search paths as Maya and see if you can come up with another dependency problem.
As a last resort you can launch Maya in a debugger and set a breakpoint on LoadLibrary and find out which library is not being loaded that way.
This is a tricky one. There's really 2 main ways you will get this error.
1) You have your project set to force delay loaded DLLs to load at application launch. DWMAPI.dll is a delay-loaded DLL and thus normally will not be loaded unless one of it's functions is called. That won't happen on XP unless you're trying to do it in your DLL. But it's possible to set a compiler option to force your app to load the delay loaded DLLs anyway. If you're doing that, don't.
2) It's often a false error that you will get from depends.exe when there is another problem. Run your DLL through dependency walker and see if there are any other dependency problems. If all else fails, try uninstalling IE7 and see if the problem persists. If it is a false error, after you install IE7 you will see the real error. You can install IE7 again afterwards.
I had exactly this problem.
Sneaky problem that took hours to solve.
Anyway. I compiled my managed C++ application on the release machine. Got complaints from customers that could not run it, worked like a charm on all of our machines.
It turned out that the release machine was automatically patched one night a month ago with the ATL vulnerability fix, and so was all other machines also, except one XP machine.
That particulare XP machine could not run the application either. Installed the ATL fix (see link below), and voilá, every thing worked just like before.
http://www.microsoft.com/downloads/details.aspx?familyid=766A6AF7-EC73-40FF-B072-9112BAB119C2&displaylang=en
So lesson learned, always check your intermediate manifests (found the in debug or release directory), that will tell you what version of the DLL that the program have been linked against.
Hope it helps anyone.
Try changing your setting in C/C++->Code Generation->Runtime Library to Multi-Threaded rather than Multi-Threaded DLL.